table.insert(itemActions,
	function(item, action)
		-- UNIQUE armors
		if not (item.quality == ItemQuality.Unique and
				item.baseItem.baseType.Type == ItemKind.Armor) then
			return false
		end

		return processItemList(item, action, uniqueArmors)
	end
)

-- see: dir .. "readme.txt" for information regarding itemLists

uniqueArmors = {
-- Normal
	--{"qui", 1, false}, -- Greyform
	--{"lea", 1, false}, -- Blinkbat's Form
	--{"hla", 1, false}, -- The Centurion
	--{"stu", 1, false}, -- Twitchthroe
	--{"rng", 1, false}, -- Darkglow
	--{"scl", 1, false}, -- Hawkmail
	--{"brs", 1, false}, -- Venom Ward
	--{"chn", 1, false}, -- Sparking Mail
	--{"spl", 1, false}, -- Iceblink
	--{"ltp", 1, false}, -- Heavenly Garb
	--{"plt", 1, false}, -- Boneflesh
	--{"fld", 1, false}, -- Rockfleece
	--{"gth", 1, false}, -- Rattlecage
	--{"ful", 1, false}, -- Goldskin
	--{"aar", 1, false}, -- Silks of the Victor
-- Exceptional
	--{"xui", 1, false}, -- The Spirit Shroud
	{"xea", 6, true, -- Skin of the Vipermagi
		function(item)
			-- don't care if eth
			if item.flags.Identified then
				return hasRes(item, 35, 4) -- 35 (perf) res?
			end

			return true -- unid
		end
	},
	--{"xla", 1, false}, -- Skin of the Flayed One
	--{"xtu", 1, false}, -- Iron Pelt
	--{"xcl", 1, false}, -- Crow Caw
	--{"xng", 1, false}, -- Spirit Forge
	--{"xrs", 1, false}, -- Duriel's Shell
	{"xhn", 6, true, -- Shaftstop
		function(item)
			if item.flags.Ethereal then -- keeping all eth
				return true
			end
			
			if item.flags.Identified then
				return (findStat(item, "Defense Percent") >= 220) -- 220ed? (perf)
			end
			
			return true -- unid
		end
	},
	{"xpl", 7, false, -- Skullder's Ire
		function(item)
			return item.flags.Ethereal -- only keeping eth
		end
	},
	--{"xtp", 1, false}, -- Que-Hegan's Wisdom
	--{"xlt", 1, false}, -- Guardian Angel
	--{"xld", 1, false}, -- Toothrow
	--{"xth", 1, false}, -- Atma's Wail
	--{"xul", 1, false}, -- Black Hades
	--{"xar", 1, false}, -- Corpsemourn
-- Elite
	{"uui", 6, true, -- Ormus' Robes
		function(item)
			-- don't care if eth
			if item.flags.Identified then
				return isGoodOrmus(item) -- see bottom
			end

			return true -- unid
		end
	},
	--{"utu", 1, false}, -- The Gladiator's Bane
	{"upl", 7, true, -- Arkaine's Valor
		function(item)
			-- don't care if eth
			if item.flags.Identified then
				return (
						findStat(item, "All Skills Bonus") >= 2 -- 2 (perf) skills? (180ed perf)
						)
			end

			return true -- unid
		end
	},
	{"uld", 6, true, -- Leviathan
		function(item)
			-- can't be eth
			if item.flags.Identified then
				return (
						findStat(item, "Damage Resist") >= 25 -- 25 (perf) dr? (200ed, +150def, 50str perf)
						)
			end

			return true -- unid
		end
	},
	{"uul", 7, false, -- Steel Carapace
		function(item)
			return item.flags.Ethereal -- only keeping eth
		end
	},
	{"uar", 8, false} -- Templar's Might or Tyrael's Might -- keeping all
}

function isGoodOrmus(item)
	local firem, coldm, lightm, m = false, false, false, false
	local fires, colds, lights, es = false, false, false, false

	for i = 0, item.mods:size() - 1 do
		if item.mods[i].Stat.Type == StatType.PassiveFireMastery and
				item.mods[i].Value == 15 then
			firem = true
			m = true
		elseif item.mods[i].Stat.Type == StatType.PassiveColdMastery and
				item.mods[i].Value == 15 then
			coldm = true
			m = true
		elseif item.mods[i].Stat.Type == StatType.PassiveLightningMastery and
				item.mods[i].Value == 15 then
			lightm = true
			m = true
		elseif item.mods[i].Skill == SkillType.FireBall or
				item.mods[i].Skill == SkillType.Meteor or
				item.mods[i].Skill == SkillType.Enchant then
			fires = true
		elseif item.mods[i].Skill == SkillType.FrozenOrb or
				item.mods[i].Skill == SkillType.Blizzard then
			colds = true
		elseif item.mods[i].Skill == SkillType.ChainLightning or
				item.mods[i].Skill == SkillType.Lightning then
			lights = true
		elseif item.mods[i].Skill == SkillType.EnergyShield then
			es = true
		end
	end
	
	return (
			--(fires or colds or lights or es) or -- incase you don't care about %s
			(firem and fires) or
			(coldm and colds) or
			(lightm and lights) or
			(m and es)
			)
end
